Age | Commit message (Collapse) | Author |
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frosch for spotting)
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depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles don't block tiles they shouldn't block.
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use it
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functions if they return the Z in pixels (like TilePixelHeight)
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savegame, just like it's running when NewGRFs are changed during a game
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GroupStatistics::UpdateAfterLoad().
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depottests. (adf88)
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as no real order influencing path finding is added
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the game
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maximum train length to the length of the longest train
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copying, sharing, unsharing or deleting all orders.
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new pool items while loading old savegames
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difficulty.industry_density.
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deal with no longer existing Engine items after resetting the pool.
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replacment for the old 'none' setting in the newgame window.
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crashed in a tunnel entry, or with vehicles reversing there
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are cleared afterwards during savegame conversion
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a tunnel upon savegame load (SmatZ)
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and cur_real_order_index to keep track of the current real order in an unambiguous way.
-Fix [FS#4440]: Automatic orders behave now stable wrt. service orders and are not added or removed depending on the need of servicing.
-Fix: Various other issues with automatic orders, e.g. vehicles getting stuck with "no orders" when there are automatic orders at the end of the order list.
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correctly and that it has correct z_pos when converting from older savegames
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train names.
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convert the data on the map as well
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conversion of old savegames
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stored by TTDPatch, it is invalid for stations wider or higher than 7
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that can be cleared/terraformed by a company
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vehicle flags
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properly set upon savegame conversion *if* the vehicle would be hidden, but isn't going to be hidden anymore after the conversion
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into an incorrect state upon savegame conversion causing it to break up later in the game
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IsSavegameVersionBefore().
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IsSavegameVersionBefore().
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leave a non-drive through road stop at once
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conversion didn't do the right thing
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(un)visible when entering/leaving a tunnel. As a side effect some tunnel related glitches are gone.
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savegames; don't crash on saveload related NOT_REACHEDs, just show the user an error that the savegame is corrupted
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more correct
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depots, stations and vehicles (Krille)
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